1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134
|
# ----------------------------------------------------------------------------
# - Open3D: www.open3d.org -
# ----------------------------------------------------------------------------
# Copyright (c) 2018-2024 www.open3d.org
# SPDX-License-Identifier: MIT
# ----------------------------------------------------------------------------
import open3d as o3d
import open3d.visualization.gui as gui
import open3d.visualization.rendering as rendering
import platform
import random
import threading
import time
isMacOS = (platform.system() == "Darwin")
# This example shows two methods of adding geometry to an existing scene.
# 1) add via a UI callback (in this case a menu, but a button would be similar,
# you would call `button.set_on_clicked(self.on_menu_sphere_)` when
# configuring the button. See `on_menu_sphere()`.
# 2) add asynchronously by polling from another thread. GUI functions must be
# called from the UI thread, so use Application.post_to_main_thread().
# See `on_menu_random()`.
# Running the example will show a simple window with a Debug menu item with the
# two different options. The second method will add random spheres for
# 20 seconds, during which time you can be interacting with the scene, rotating,
# etc.
class SpheresApp:
MENU_SPHERE = 1
MENU_RANDOM = 2
MENU_QUIT = 3
def __init__(self):
self._id = 0
self.window = gui.Application.instance.create_window(
"Add Spheres Example", 1024, 768)
self.scene = gui.SceneWidget()
self.scene.scene = rendering.Open3DScene(self.window.renderer)
self.scene.scene.set_background([1, 1, 1, 1])
self.scene.scene.scene.set_sun_light(
[-1, -1, -1], # direction
[1, 1, 1], # color
100000) # intensity
self.scene.scene.scene.enable_sun_light(True)
bbox = o3d.geometry.AxisAlignedBoundingBox([-10, -10, -10],
[10, 10, 10])
self.scene.setup_camera(60, bbox, [0, 0, 0])
self.window.add_child(self.scene)
# The menu is global (because the macOS menu is global), so only create
# it once, no matter how many windows are created
if gui.Application.instance.menubar is None:
if isMacOS:
app_menu = gui.Menu()
app_menu.add_item("Quit", SpheresApp.MENU_QUIT)
debug_menu = gui.Menu()
debug_menu.add_item("Add Sphere", SpheresApp.MENU_SPHERE)
debug_menu.add_item("Add Random Spheres", SpheresApp.MENU_RANDOM)
if not isMacOS:
debug_menu.add_separator()
debug_menu.add_item("Quit", SpheresApp.MENU_QUIT)
menu = gui.Menu()
if isMacOS:
# macOS will name the first menu item for the running application
# (in our case, probably "Python"), regardless of what we call
# it. This is the application menu, and it is where the
# About..., Preferences..., and Quit menu items typically go.
menu.add_menu("Example", app_menu)
menu.add_menu("Debug", debug_menu)
else:
menu.add_menu("Debug", debug_menu)
gui.Application.instance.menubar = menu
# The menubar is global, but we need to connect the menu items to the
# window, so that the window can call the appropriate function when the
# menu item is activated.
self.window.set_on_menu_item_activated(SpheresApp.MENU_SPHERE,
self._on_menu_sphere)
self.window.set_on_menu_item_activated(SpheresApp.MENU_RANDOM,
self._on_menu_random)
self.window.set_on_menu_item_activated(SpheresApp.MENU_QUIT,
self._on_menu_quit)
def add_sphere(self):
self._id += 1
mat = rendering.MaterialRecord()
mat.base_color = [
random.random(),
random.random(),
random.random(), 1.0
]
mat.shader = "defaultLit"
sphere = o3d.geometry.TriangleMesh.create_sphere(0.5)
sphere.compute_vertex_normals()
sphere.translate([
10.0 * random.uniform(-1.0, 1.0), 10.0 * random.uniform(-1.0, 1.0),
10.0 * random.uniform(-1.0, 1.0)
])
self.scene.scene.add_geometry("sphere" + str(self._id), sphere, mat)
def _on_menu_sphere(self):
# GUI callbacks happen on the main thread, so we can do everything
# normally here.
self.add_sphere()
def _on_menu_random(self):
# This adds spheres asynchronously. This pattern is useful if you have
# data coming in from another source than user interaction.
def thread_main():
for _ in range(0, 20):
# We can only modify GUI objects on the main thread, so we
# need to post the function to call to the main thread.
gui.Application.instance.post_to_main_thread(
self.window, self.add_sphere)
time.sleep(1)
threading.Thread(target=thread_main).start()
def _on_menu_quit(self):
gui.Application.instance.quit()
def main():
gui.Application.instance.initialize()
SpheresApp()
gui.Application.instance.run()
if __name__ == "__main__":
main()
|